Lars Alexandersson Move List

Grappling Arts

Command Throw Name Type Damage Escape Properties
(1+3_F+1+3) Hostile Takedown Front 35 1
(2+4_F+2+4) Raging Thunder Front 35 2
u/f+1+2 Apocalypse Front 40 1+2
u/f+3+4? Avalanche Drop Front 40 d #1
(f,f,f_WR)+2+4_DEN 2+3 S.H.B. Front 40 1+2
(f,f,f_WR)+2+4_DEN 2+3 Rejection Air 20 None
[F+] (1+3_2+4) Tactical Knee Left 40 1
[F+] (1+3_2+4) Lethal Force Right 40 2
[F+] (1+3_2+4) Swift Silence Back 50 None
Foot Notes #1 Can be escaped or avoided all together by ducking, Lars ends in BT when the throw is avoided

Basic Arts

Command Move Name Stance Damage Hit Range Properties
1 Jab 8 h
d+1 Down Jab RC 6 s
FC+1 Crouch Jab RC 6 s
2 Straight 10 h
f+2 Charge Straight 12 h
(u/b_u_u/f)+2 Axis Punch 20 h
FC+2 Crouch Straight RC 9 s
3 [~D] Start Kick [RC] 19 h
d/b+3 Low Spin Kick RC 14 L
FC+3 Crouch Spin Kick RC 14 L
4 Code Line 25 h KND
f+4 Code Line 25 h KND
d+4 Shin Kick RC 8 l
FC+4 Shin Kick RC 12 l

Special Arts

Command Move Name Stance Damage Hit Range Properties
1,1,1 Delta Slicer 8,12,20 hmm KS B!
1,2 One Two Combo 8,10 hh
1,4 Legionnaire Spin 8,12 hL
f+1,2 [~F] Flash Claw [SEN] 12,13 hm
 = 3 [~D]  = Flash Bang [DEN] 24 m KND
d/f+1 Alert L 16 m
d/b+1,3 [~D] Arc Combo [RC] 10,12 Lh
b+1 Chevron Slash 19 m MS HA
WS+1 [~F] Streamer [SEN] 19 m #1 JG
1+2 [~B] Alternating Current [Cancel] 12,24 mm MS
f+1+2 Ark Blast 24 m CF
f,f+1+2 Elbow Corona 24 m KND JGc
d/f+1+2 X-Ray 21 m KS SLDc OCb B!
d+1+2 Earth Battery 30 L SLD
d/b+1+2 Inductance 21 m MS CFc
b+1+2 Wind Liger 9,24 mm KND HA TC
FC,d/f+1+2 Double Smack 12,12 lL
f+1+4 Power Slug 33 m KND
2,1 Lightning Assault 10,10 hm
 = 3  = Mid Kick 21 m KND
 = 4  = High Kick 28 h KND
f+2 Charge Straight 12 h
 = 1 [~F]  = Charge Factor [SEN] 9 h
 = 4  = Death Mask 26 h KND
f,f+2 [~F] Surge Blast [SEN] 24 m #1 JG
f,b+2,1 Blue Bolt 12,24 mm PLD[1] SLD B!
d/f+2 Power Spike 20 m MS CSc
d+2 Tactical Sword 19 m KS
d/b+2 [~F] Hollow Point [SEN] 14 m MS
 = 1  = Double Tap 9 m
 = 3  = H.E. Combo 18 m MSc
 = 3?  = Surge H.E. 30 m KND
b+2<1 Gilbert Smash 12,20 mm MS[1,2] CFSc
WS+2 [~F] [~D] Lightning Starter [SEN] [DEN] 12 m MS
 = 1  = Multiplied Force 20 m KS SLDc OCb B!
SS+2 Shockwave 24 m SLD OCb
3 [~D] Start Kick [RC] 19 h
f+3 Dynamic Entry DEN - -
f,f+3 Electric Jolt 26 m KND
(f,f,f_WR)+3 Red Sprite 36 m KND TJ
d/f+3 [~D] Outpost [DEN] 18 m
 = 3  = Outpost Blitz 24 m KND
d+3,1 Tesla Gravity 9,4,12 Lhh
b+3 [~F] Impulse Kick [SEN] 16 m
 = 4  = Impulse Plus 26 h KND
(u/b_u_u/f)+3 Lightning Screw RC 14,12 mm JG TC
WS+3 Tower Cannon 36 h SLD
f,f+3+4 Double Action 13,18 LL KS
d+3+4 [?~f] Stack Up [SEN] 20 L #2
(u/b_u_u/f)+3+4 Avalanche Flip - -
 = 1  = Avalanche Spike 20 L MS
 = 4  = Avalanche Stomp 24,20 m #3 TTc B!
f,f+4,3 Double Pulse 16,24 lm MS
d/b+4 Shadow Cutter 21 L MS TC
b+4 Magnetic Knee 24,25 m #3 TTc
(u/b_u_u/f)+4 Storm Axle 24 m BN TJ B!
(u/b_u_u/f),N+4 Hop Kick 30 m JG
1+2+3+4,2 Rising Force 24 m JG
u/b,b Back Flip - -
b,b,u/b Wall Jump 30 m KND
Foot Notes #1 Move must hit to transition into SEN
#2 This move can only be done when the opponent is grounded, for SEN transition you must first hold the buttons
#3 Additional damage occurs only on CH

Silent Entry Arts

Command Move Name Stance Damage Hit Range Properties
Moves starting from Silent Entry only - SEN
1 Lightning Trust 32 m KND
2 Turbine Hook 24 L FCD
3 Rising Storm 24 m JG

Dynamic Entry Arts

Command Move Name Stance Damage Hit Range Properties
Moves starting from Dynamic Entry only - DEN - f+3
1 [~F] Lock & Load [SEN] 16 h
 = 2  = Double Barrel 24 h KND
 = :2  = Triple Barrel 16,24 hh KND
1+2 Mjollnir 24 m BN B!
2 Rimfire 20 m MS CSc

Unblockable Arts

Command Move Name Stance Damage Hit Range Properties
b+2+3 Zeus 48 !

String Hit Arts

Command Hits Damage Hit Range
u/f+1,2,1,1,2,2,3 14,8,9,14,7,12,6 hmmmlmmm
 = 3,3,1 (#1) 10 6,3,15 mmm
 = 3,3,1 10 9,4,12 mlh
Foot Notes #1 Previous hit must connect for this sequence